Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
En Driago
The Immortal Knights
4
|
Posted - 2013.10.18 18:42:00 -
[1] - Quote
If I drive an LAV, or an HAV and it is being hit by any range of weapons and my Shield/Armor are reduced to 0/0, whatever GROUND vehicle I am in blows up and I die. This goes for turrets as well. The exception is the dropship. When it's shields/armor are reduced to 0/0 it falls from the sky, giving the pilot a chance to bail...giving the ship destroyer only a partial BP, and robbing them of a kill. This is grossly inaccurate. "But what about the eject the pilot should get?" Simple... he should eject BEFORE his ship hits 0/0... like EVERY OTHER VEHICLE. I am sooooo frustrated with doing the MASSIVE damage needed to bring down the dropship only be rewarded with 1/2 the BP and no kill. If the drivers of the other vehicles need to bail before the 0/0 mark, so should the dropship pilots. I know a lot of dropship pilots will object to this, but if you get in a vehicle that is SO prominent on the battle field, and is SOOOO easy to get escape with, (just fly straight up...swarms cant hit you, and turrets never get to look that high up) then you should ALSO face the consequences of being shot down... Not just getting an easy escape and only loosing the ISK of the ship. Can CCP find a way to fix this Kill/BP robbing, inaccurate issue with the battlefield mechanics? (I say inaccurate because in any other situation, in real life, wherever, if a pilot of an air vehicle stays in his craft long enough for the shield/armor to reach 0/0 he dies when his ship blows up...EVERY TIME) Any way.. that's my rant. I am finding less and less to complain about in the game, lol. I like it a LOT and its coming along NICELY!! Thank you for creating it and letting us play. |
XANDER KAG
Red Star. EoN.
365
|
Posted - 2013.10.18 19:55:00 -
[2] - Quote
Because lets just nerf again the single weakest thing on the battlefield. Great logic. |
zibathy numbertwo
Nox Aeterna Security
210
|
Posted - 2013.10.18 20:03:00 -
[3] - Quote
I think this should probably be put in place after they buff dropships. I think a good middle ground would be you get 1.5 to 2 seconds before the thing explodes provided it doesn't hit anything/touch the ground first. So then they have a chance to bail, but if it's full of 6 people and 3 are too slow then you get 3 kills. |
Vyzion Eyri
The Southern Legion The Umbra Combine
1499
|
Posted - 2013.10.18 20:14:00 -
[4] - Quote
Please enlighten me as to where I can find dropships that can sustain "massive damage" because currently my ship can't handle a single prototype forge gun. |
Fire of Prometheus
DUST University Ivy League
1171
|
Posted - 2013.10.18 20:19:00 -
[5] - Quote
I guess I'll leave you to run to the null cannons while I fly the rest of the team back and forth then. |
Quil Evrything
DUST University Ivy League
244
|
Posted - 2013.10.18 23:45:00 -
[6] - Quote
Vyzion Eyri wrote:Please enlighten me as to where I can find dropships that can sustain "massive damage" because currently my ship can't handle a single prototype forge gun.
really? I didnt know that forge guns can do over 3,000 damage in a single hit? Because it's fairly easy to make a dropship.. a MILITIA dropship, even... have over 3,000 hp
Maybe there's that one special breech forgegun, that stops its user from moving while it charges. But thats probably the only one
|
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
443
|
Posted - 2013.10.18 23:50:00 -
[7] - Quote
Dropships crashing toward the ground with the crew evacuating is too visually cool to do away with completely, but implementing a little cutscene of your pilot scrambling to get out of the aircraft (possibly affected by some player input?) would be cool. |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.19 00:12:00 -
[8] - Quote
I agree with you on the 0/0 idea, it's only fair after all; however, a pilot has to be extremely lucky or only getting tagged by one guy with swarms to just hit the ceiling. Even if they have to hit ceiling, is the kill the only thing you care about, because I'd say chasing them off is just as effective in the short term as killing them...just not quite as satisfying. |
Broonfondle Majikthies
Bannana Boat Corp
335
|
Posted - 2013.10.19 01:03:00 -
[9] - Quote
Really? Half the time we die anyway cus the blasted thing bails us out underneath the DS and no matter what we do it lands on top of us. Honestly, isn't it bad enough we fly in perpetual fear of the invisible AV that can potentially destroy us instantly with no way to counteract? Its not like we have cover -_- |
Talos Vagheitan
King Slayers
95
|
Posted - 2013.10.19 01:18:00 -
[10] - Quote
Dropships are possibly the last thing in Dust that needs a nerf. |
|
Madd Plight
Mango and Friends
0
|
Posted - 2013.10.19 05:12:00 -
[11] - Quote
Dropships are harder to pilot than ever before:
The controls take alot of getting used to The third-person camera is horribly close The first person camera is nearly useless Low maneuverability make them moderately easy to free aim Relatively low shield and armor hp ceiling Nearly ineffective solo use Lack of effective modules against current AV
And while most of this can be overcome with piloting skill it's very hard to sympathize with someone who just couldn't get his man. Especially when that someone is asking that the already clunky vehicle be dumbed down even more. GOOD DAY SIR!
|
En Driago
The Immortal Knights
7
|
Posted - 2013.10.19 20:38:00 -
[12] - Quote
My second toon is a swarm launcher specialist. I have the proto swarm launcher, max skills for damage, and as much damage moduals as I can fit. if my math is right I SHOULD hit for more than 3400 with each swarm shot. I two shot all the turrets. two shot weaker LAVs. and it takes my swarm launcher no less than 4 shots on a dropship... Even if I HALF the amount my math tells me I am STILL looking at more than 6000 DAM... that's insane.. and with a halfway decent pilot they can get the heck away while I am reloading. I have to get lucky to take down a DS with my Swarms. Even the stationary rail guns take 3 shots to the weakest DS. I am not saying they shouldn't fix the dropships, because I agree they ARE clunky, and they ARE hard to handle.. but once you spend any time in them, once you figure out how they work, they can be a great asset to the player. I like the idea of 1-2 seconds before detonation. That ACTUALLY seems fair to me. Gives the pilot a chance to get out of there, AND the destroyer full points if it goes boom in the air, with possible kill if the pilot isn't fast enough. ALSO if it explodes in the air then the pilots who DO escape don't have to worry about the DS landing on them. If my idea cant be fully realized there should be a middle ground somewhere. I am willing to compromise if it means I can get better BP even some of the time. |
Judge Rhadamanthus
Amarr Templars Amarr Empire
533
|
Posted - 2013.10.19 21:41:00 -
[13] - Quote
Your math is wrong, your range data is incorrect and your logic is flawed. A well fit shield ship will take about 1865 from your cheap and overpowered easy mode fit. You can hit a dropship from almost the entire map on most maps and well above the MCC in terms of height. Your swarms break all laws of physics yet my dropship still has to play by the rules. Your rockets can pass me going in the opposite direction at max speed yet still catch up.
You can hop around like a dancing fairy and still maintain your lock; and if I hit you with my DS rockets in the face you dont lose your aim or your lock while at the same time each of your hits knock me all over the place making aiming close to impossible. You are invisible and your rockets are invisible.
Everything is in your favor at the moment. I doubt very much things will change like you hope. Your fit costs 1/10 of my dropship yet you want to just point at me and press the win button which you can do from deep into the red line.
You say you are willing to compromise like we have a balanced process with some give and take on both sides. You are so maddeningly ill informed and self servingly indulged I am close to a loss for words. |
Smooth Assassin
Stardust incorporation
252
|
Posted - 2013.10.19 22:40:00 -
[14] - Quote
En Driago wrote:If I drive an LAV, or an HAV and it is being hit by any range of weapons and my Shield/Armor are reduced to 0/0, whatever GROUND vehicle I am in blows up and I die. This goes for turrets as well. The exception is the dropship. When it's shields/armor are reduced to 0/0 it falls from the sky, giving the pilot a chance to bail...giving the ship destroyer only a partial BP, and robbing them of a kill. This is grossly inaccurate. "But what about the eject the pilot should get?" Simple... he should eject BEFORE his ship hits 0/0... like EVERY OTHER VEHICLE. I am sooooo frustrated with doing the MASSIVE damage needed to bring down the dropship only be rewarded with 1/2 the BP and no kill. If the drivers of the other vehicles need to bail before the 0/0 mark, so should the dropship pilots. I know a lot of dropship pilots will object to this, but if you get in a vehicle that is SO prominent on the battle field, and is SOOOO easy to get escape with, (just fly straight up...swarms cant hit you, and turrets never get to look that high up) then you should ALSO face the consequences of being shot down... Not just getting an easy escape and only loosing the ISK of the ship. Can CCP find a way to fix this Kill/BP robbing, inaccurate issue with the battlefield mechanics? (I say inaccurate because in any other situation, in real life, wherever, if a pilot of an air vehicle stays in his craft long enough for the shield/armor to reach 0/0 he dies when his ship blows up...EVERY TIME) Any way.. that's my rant. I am finding less and less to complain about in the game, lol. I like it a LOT and its coming along NICELY!! Thank you for creating it and letting us play. They should put a eject module THEN the pilot would be able to drop out alive. |
En Driago
The Immortal Knights
8
|
Posted - 2013.10.20 07:36:00 -
[15] - Quote
WHOA WHOA WHOA Judge.. I don't know what match you are playing but my swarms almost NEVER get to catch a dropship while its flying, and they CERTIANLY don't go as high as a dropship can. and after reading the post I wrote I did mistype a number. my Swarms do 2400+ per shot. it takes me 1.5+ seconds to re-engage a lock after firing, that is USUALLY enough time for the pilot to get higher or get behind something. And I don't know what Swarm launchers YOU'VE been firing but I don't get to "sit in the redline" and fire.. I have TRIED to, and failed because they DO have a limited range. I will give you that when struck I do see the DS make wild and erratic flight for a second.. A SECOND.. but that is STILL enough time for the pilot to correct and get moving before I can get another lock. My proto swarm is over 63K .. by itself, not including the damage boosters my suit or anything else.. but you got a drop ship that costs well over 700K (as stated as my fit is 1/10 yours) then you should be a much better pilot if you cant take 2 swarm shots and get away.. like most OTHER pilots do... |
Silly Bitch
Sinq Laison Gendarmes Gallente Federation
13
|
Posted - 2013.10.20 13:06:00 -
[16] - Quote
En Driago wrote:WHOA WHOA WHOA Judge.. I don't know what match you are playing but my swarms almost NEVER get to catch a dropship while its flying, and they CERTIANLY don't go as high as a dropship can. and after reading the post I wrote I did mistype a number. my Swarms do 2400+ per shot. it takes me 1.5+ seconds to re-engage a lock after firing, that is USUALLY enough time for the pilot to get higher or get behind something. And I don't know what Swarm launchers YOU'VE been firing but I don't get to "sit in the redline" and fire.. I have TRIED to, and failed because they DO have a limited range. I will give you that when struck I do see the DS make wild and erratic flight for a second.. A SECOND.. but that is STILL enough time for the pilot to correct and get moving before I can get another lock. My proto swarm is over 63K .. by itself, not including the damage boosters my suit or anything else.. but you got a drop ship that costs well over 700K (as stated as my fit is 1/10 yours) then you should be a much better pilot if you cant take 2 swarm shots and get away.. like most OTHER pilots do... Dude you can tell your not a DS pilot. We have a hard job not getting battered by bullshit swarms and forges. And as far as swarms not catching up, your deluded dude. Pilots have always had a hard deal, wish people would stop trying to make it harder. We have a much lower armor and shield than most LAVs and HAVs, this ship not blowing up at 0/0 is a perk of a weak vehicle. |
Judge Rhadamanthus
Amarr Templars Amarr Empire
536
|
Posted - 2013.10.20 15:20:00 -
[17] - Quote
To be fair this is something that Swarm launcher guys maybe just do not know. At range your missiles appear, just appear mind you, to fade out and miss. This is a result of being at one end of the render issue. The dropship looks like it dodged them, you see no explosion and due to range can't see the health. Those missiles that look like misses rarely are. You are hitting, you just can't see it due to rendering.
Your swarms are catching up and hitting. Any proro swarms players who have a capture card reading this? I can set a match up and we can film it from both sides. Perhaps swarm launchers will feel less wronged if they know the truth of it.
As a side note. I really wanted some dog fight footage, and I waited so long to see another ADS in the air get it I just had to fight and film at the first one that turned up after 2 hours of trying. So I am sorry silly *****. Thats you I'm shooting at in my AV video starting at this point. Let me know the fit cost and I'll reimburse you. |
Flix Keptick
Red Star. EoN.
787
|
Posted - 2013.10.20 19:30:00 -
[18] - Quote
"Massive damage" LOL. Event my maxed out (and I mean MAXED OUT) incubus cant sustain massive damage. |
Lightning Bolt2
SVER True Blood Public Disorder.
277
|
Posted - 2013.10.20 23:31:00 -
[19] - Quote
En Driago wrote:If I drive an LAV, or an HAV and it is being hit by any range of weapons and my Shield/Armor are reduced to 0/0, whatever GROUND vehicle I am in blows up and I die. This goes for turrets as well. The exception is the dropship. When it's shields/armor are reduced to 0/0 it falls from the sky, giving the pilot a chance to bail...giving the ship destroyer only a partial BP, and robbing them of a kill. This is grossly inaccurate. "But what about the eject the pilot should get?" Simple... he should eject BEFORE his ship hits 0/0... like EVERY OTHER VEHICLE. I am sooooo frustrated with doing the MASSIVE damage needed to bring down the dropship only be rewarded with 1/2 the BP and no kill. If the drivers of the other vehicles need to bail before the 0/0 mark, so should the dropship pilots. I know a lot of dropship pilots will object to this, but if you get in a vehicle that is SO prominent on the battle field, and is SOOOO easy to get escape with, (just fly straight up...swarms cant hit you, and turrets never get to look that high up) then you should ALSO face the consequences of being shot down... Not just getting an easy escape and only loosing the ISK of the ship. Can CCP find a way to fix this Kill/BP robbing, inaccurate issue with the battlefield mechanics? (I say inaccurate because in any other situation, in real life, wherever, if a pilot of an air vehicle stays in his craft long enough for the shield/armor to reach 0/0 he dies when his ship blows up...EVERY TIME) Any way.. that's my rant. I am finding less and less to complain about in the game, lol. I like it a LOT and its coming along NICELY!! Thank you for creating it and letting us play.
I'd only agree if dropships got good buffs. ( not a weak one, I mean a real one! ) |
Yeshua Saliot
Pro Hic Immortalis
4
|
Posted - 2013.10.21 05:59:00 -
[20] - Quote
Abso-effing-lutely not.
In point of fact, the exact opposite needs to happen. If I drop to zero hp and have enough time to activate a repper, I should be able to save my bird. If that seems too much, then at the very least make it so that a Damage Control Unit actually lives up to it's name. Activating one in conjunction with an armor repper would allow me to save my DS before it takes a dirt nap. |
|
En Driago
The Immortal Knights
8
|
Posted - 2013.10.21 07:33:00 -
[21] - Quote
Judge: you are in fact 100% correct. I am NOT a DS pilot. nor have I ever been. All I see is the swarm going out, and appearing to miss totally. I agree there is a massive issue with rendering. And if this is in fact the case, and they are hitting and I just cant see, then it is something that needs to be fixed. The rendering in total needs to be fixed. THIS toon is a sniper, and HATE when I can look across the battle field and SEE my target, completely, his arms, legs, head, gun, which way he is facing, EVERYTHING, but when I shoot nothing happens... Because some unknown object is actually protecting him that i ncant see because of a rendering issue. I looked at the DS's today, and they do seem to have an issue with armor/shields compared to the other vehicles. and I don't think they should be tossed about as much as they are from some of the little shots they take. I am not tryin to talk down about the DS pilots, I think the ones that are out there doing their thing are awesome, its just not for me. All I would like is the full points from knocking one out of the air, like I would get from a tank or lav if i brought it down to 0/0. There was a suggestion for like a second or two before total blowup.. If the pilot can eject, or activate a healing mod in that time, then that is TOTALLY fair to me. But if they fail to do so in that second or two I should get full points. (baring of course that it doesn't actually crash before then or something). anyway, that's all I have for now. If there are any other suggestions, some other fairness we can all meet in the middle on, lets hear it! Maybe CCP is actually monitoring this thread and will make some adjustments... MAYBEEEeeeeee... lol |
SC TEC
Shadow Company HQ
6
|
Posted - 2013.10.29 17:20:00 -
[22] - Quote
Drop ships need to explode like the other vehicles and turrets do. If the driver/passengers didn't bail before the killshot hits....multiple kills show in the kill feed. You so rarely get "kills" for taking out a drop ship. Only the 75 points for destroying the vehicle itself. It really doesn't make any sense why the drop ships were the last vehicle type to be added, and the only one that doesn't explode like the other vehicles. Not sure what the thought process was there.
Watching a vehicle explode (hopefully getting the pilot and a few passengers) is part of the enjoyment of vehicle hunting. Being robbed of kills/multi-kills is something that is taking enjoyment of the game away...for no understandable reason. Especially when you see the vehicle explosion game mechanic is already in place and working fine for HAVs, LAVs, Turrets, etc.. why would you change it for drop ships?
To those who complain about drop ships being weak ... all I can say is "you're doing it wrong". I've seen many drop ships that I couldn't destroy. It's partially due to great pilots who know how to pilot and protect an aerial attack/transport vehicle. It's also due to good ship fittings. Either the ship is soo fast your chances of tracking and hitting it decrease exponentially, or the ship is tanked/moduled so that it can take some serious damage.
I nailed one drop ship with 3 back-to-back breach proto forge gun shots, with double complex damage mods. I saw all three shots hit and visually saw the damage meter register for each. Once the 3rd blast hit, and the pilot knew the ship couldn't take too many more shots....off he flew to repair. I was impressed.
So I digress....make drop ships go BOOM! BIG BADA BOOM! I wouldn't be angry if you rained down the ragdolled corpses of the ships passengers onto the ground below. That would be great! |
|
|
|
Pages: 1 :: [one page] |